Prototype

There are several VW platforms to develop an interactive virtual environment, Second Life,

Active Worlds and Wonderland, to name a few. All of them consist of similar components

such as avatars, buildings, scripting components and built-in features. We chose

Wonderland because it was conceived to work with 3D standards, it is open-source and

multi-platform (java-based). We have developed our prototype in WL 0.4 where 3D content

is represented in X3D standard format. WL 0.5 works with COLLADA, a well-extended 3D

interchange format. We are now migrating to version 0.5 available only for developers.

Once selected the VW platform, we studied how to incorporate iObjects in WL and how to

capture an event (i.e. an object interaction) in WL and communicate it to the external and

generic iObject manager. In particular, our prototype presents results obtained using an

iObjectDoor. In WL, doors are merely holes allowing to pass through them to avatars and so

change from one room to another one. An iObjectDoor adds an additional nuance letting

pass through it only avatars having permission, that is, avatars who comply with the norms

established by the multiagent system refered in Figure 4. Figure 5 shows two simulations

exploiting norm compliance for an iObjectDoor in Wonderland. Client 1 (named c1a) sees the

door in green because he complies with the norm allowing to enter the next room. Client 2

(named c2) sees it in red because he does not comply the norm. Note that both snapshots

correspond to the same door in the same virtual world but thanks to a multi-view scheme

both clients see the same door with different colors depending on their permission to pass

through it. Avatars without access permission have always the collision control enabled so

that they can never get closer to the door.

Fig. 5. Controlling norm compliance by means of an iObjectDoor in Wonderland (on the left:

Client1, on the right: Client2)

Virtual worlds can be exploited as dynamic information spaces, for example, adapting the

visualization of a virtual object depending on the participant profile or previous activities.

As mentioned before, we propose an iObject multi-view scheme by keeping different 3D

models of the iObject. All clients share an indexed set of visual representations (red door,

green door, glazing door, etc.), but only one is active for each client in a given moment.

Figure 6 shows the multi-view scheme of an iObjectDoor in Wonderland. On the left side,

Client 2 sees glazed red door because he has permission to see the next room but not to pass

through it. On the right side, Client 3 has both permission to see and to pass through it.

Controlling and Assisting Activities in Social Virtual Worlds 23

Fig. 6. Snapshots showing multi-view scheme. Client 2 and client 3 views of the iObjectdoor

on left and right pictures, respectively

When an avatar is near to the door and clicks the mouse over the door, the iObjectDoor

captures the event and asks the iObjects manager whether the client complies norms

allowing to access the room (e.g.. in an auction, the buyer has paid registration fee). Then, if

the answer is affirmative, the iObjectDoor runs the local animation and notifies it to the

server so that the rest of clients also visualize it.


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